- Feb 14, 2011
- 41
- 1
I'm on the verge of a first map and I thought before I go all gung-ho and make a map sans all the things I hate about valve's maps I should ask about at least one of those things.
Is there any reason whatsoever for restricting the func_regenerate to the immediate vicinity of a resupply locker? i.e., is there any principled reason for resupply lockers in a spawn rather than the whole spawn being functionally a 'resupply locker'? My experience has been that I only return to spawn for one reason - to get healed/ammo'd, and the extra time spent sidling up to a locker (sometimes after an entirely unnecessary and obnoxious run, *cough* egypt *cough*) does nothing to make the game any smoother or more fun.
So is a tiny resupply box a cosmetic convention, or something that figures into some relevant facet of gameplay I'm unaware of?
new to the forums, mapping, hello, etc.
Is there any reason whatsoever for restricting the func_regenerate to the immediate vicinity of a resupply locker? i.e., is there any principled reason for resupply lockers in a spawn rather than the whole spawn being functionally a 'resupply locker'? My experience has been that I only return to spawn for one reason - to get healed/ammo'd, and the extra time spent sidling up to a locker (sometimes after an entirely unnecessary and obnoxious run, *cough* egypt *cough*) does nothing to make the game any smoother or more fun.
So is a tiny resupply box a cosmetic convention, or something that figures into some relevant facet of gameplay I'm unaware of?
new to the forums, mapping, hello, etc.